Projections in Computer Graphics - Parallel & Perspective - CSUCODE - Shoolini U

Projections

Projections in Computer Graphics Digital Art

5. Projections

Projection is the process of converting a three-dimensional object into a two-dimensional representation on a display screen. Conceptually, it answers one question: from where and how are we looking at a 3D world? Projection removes one spatial dimension (depth) while preserving meaningful visual information required for understanding shape, size, and position.

            flowchart TD
                Proj[Projections] --> Parallel[Parallel]
                Proj --> Pres[Perspective]
                Parallel --> Ortho[Orthographic]
                Parallel --> Oblique[Oblique]
                Pres --> P1[1-Point]
                Pres --> P2[2-Point]
                Pres --> P3[3-Point]
                Ortho --> Top[Top/Plan]
                Ortho --> Front[Front/Elevation]
                Oblique --> Cav[Cavalier]
                Oblique --> Cab[Cabinet]
            

Mathematically, projection maps a 3D point $(x, y, z)$ to a 2D point $(x', y')$ using geometric rules defined by the viewing method.

What is the primary loss when projecting a 3D object to a 2D screen?

A: The loss of Depth ($z$-dimension) information.

5.1 Parallel Projection

In parallel projection, all projection lines (projectors) are parallel to each other and perpendicular or inclined to the projection plane. There is no concept of a viewpoint or eye position.

Real-world analogy: looking at an object from infinitely far away, so perspective effects disappear.

In parallel projection, do parallel lines ever meet?

A: No. They remain parallel, which is why it mimics an object viewed from infinity.

5.1.1 Orthographic Projection

Orthographic projection is a special case of parallel projection where projection lines are perpendicular to the projection plane.

Only two coordinates are retained; depth is discarded.

Projection equations:

$$x' = x$$

$$y' = y$$

Why is Orthographic projection preferred in engineering?

A: Because it preserves true dimensions and angles, allowing for accurate measurements.

5.1.2 Oblique Projection

Oblique projection is a parallel projection where projection lines strike the projection plane at an angle instead of perpendicularly.

It allows one face of the object to appear in true shape while the depth is shown at an angle.

5.1.2.1 Cavalier Projection

In cavalier projection, the depth axis is projected at full scale, typically at $45^\circ$.

Depth scaling factor = 1

$$x' = x + z \cos \theta$$

$$y' = y + z \sin \theta$$

5.1.2.2 Cabinet Projection

Cabinet projection improves realism by reducing depth by half.

Depth scaling factor = $\frac{1}{2}$

$$x' = x + \frac{z}{2}\cos \theta$$

$$y' = y + \frac{z}{2}\sin \theta$$

Which is more visually realistic: Cavalier or Cabinet projection? Why?

A: Cabinet. It foreshortens depth by half, whereas Cavalier displays full depth which looks unnaturally elongated.

5.2 Perspective Projection

Perspective projection models human vision. All projectors converge at a single point called the Center of Projection (COP).

Real-world analogy: how a camera or human eye sees the world.

What feature of perspective projection mimics human vision?

A: The convergence of parallel lines at a Center of Projection (COP) or vanishing point.

5.2.1 Core Concepts

5.2.2 Types of Perspective Projection

5.2.3 Basic Perspective Projection Formula

Derived using similar triangles.

If COP is at distance $d$ from the projection plane:

$$x' = \frac{x \cdot d}{z}$$

$$y' = \frac{y \cdot d}{z}$$

In perspective formula $x' = x \cdot (d/z)$, what happens as distance $z$ increases?

A: The projected value $x'$ decreases (the object appears smaller).

Projection Perspectives